﻿using AppMain;
using System;
using System.Collections.Generic;
using System.Text;

namespace BehaviorTree
{
    public class BMonsterHpCond : BTCondition
    {
        public BMonsterHpCond(ActionRole agent) : base(agent)
        {
        }

        public override Node_Status tick(float frameTime)
        {
            if (this.agent.AttrMap.getAttr<int>(RoleAttr.NowHp).Value > 100)
            {
                return Node_Status.Success;
            }
            else
            {
                return Node_Status.Fail;
            }

        }


    }
}
